The Witcher 2 Circle of Sabrina. Complete walkthrough of the main and side quests of the second chapter

If you choose to side with Roche and his special squad, you will begin the chapter as Henselt, King of Kaedwen. As in the case when you played Roche, Henselt has at his disposal all of Geralt's combat skills, except for magic signs. Saskia is not difficult in this fight, just parry and counterattack.

Now you are playing as the Witcher again. You are surrounded by ghosts and draugs. Let Roche deal with smaller enemies, and you take on a large enemy with a shield. For protection, use Quen to keep him at a distance - Aard. If you have upgraded the Windmill and Reflection of Pain skills, then this fight will not be difficult.

Dethmold will now lead you across the cursed field, shooting off most (if not all) enemies with staff spells. Sometimes spirits and draugs will get in your way. In this situation, it pays to quickly and effectively deal with the spirits that support the spell while your allies fight the draug.

Soon you will get to the Kaedweni camp, where you will be accompanied by foreman Zyvik. Talk to him and use the sign of Axius to convince him to take you to the king. Talk to the king, Dethmold, and the Nilfgaardian ambassador. From conversations, we learn that the conspirators use a square coin. That is what you need to find now.

Butcher and Beer

There are two different quests that can be completed to get a square coin: The Butcher of Cidaris and Truth in Beer. In the first you will have to fight, and in the second you will have to talk and convince more. In any case, take a look at the shops in the camp and purchase new equipment and elixirs. Of particular interest is the Kaedweni sword, which will replace your current weapon for fighting people.

Butcher of Cidaris

Talk to Manfred in the dining room and agree to help his son Sven. Talk to Sven, he is training outside. You will not be able to convince him to give up the duel venture, but you can agree to act as his partner in battle. Now go a little west to the tent on the hill and talk to Avet. He will agree to a 2v2 fight and call his assistant. Talk to Sven again to start the fight.

Avet is strong offensively while Edwin concentrates on shield defense. Take on the knight, and let Sven deal with the squire. As with most fights, immediately use Quen and lure Avet to Yrden. Roll behind him and land a few hard hits until he breaks free. Use Parry and Aard to keep yourself from getting hit. If you took the time to improve your sword, then the knight should die quickly. Join Sven and deal with Edwin. Since there are two of you, and he is one, you can mercilessly cut him.

Regardless of whether Sven survived or not, Manfred will tell you where to go next: to the brothel.

Truth in beer

If you don't feel like fighting, you can look for Audrin instead. It is not in the camp itself. You will need to exit through the main gate. Head past the western edge of the Kaedweni camp, through Roche's camp, across the river and into the gorge. And head west to the coastline at the hill. There you will find Audrin. Escort him back and convince the guard that your new friend is so drunk because he is an important witness.

Already in the camp, Odrin will repeatedly lose consciousness, and you will need to wake him up. Go around the camp and find three soldiers who are looking for Audrin. As a result, you will find yourself in the dining room, where you can drink beer with your new allies. Talk to them some more and they will point you to the brothel.

Fight in a brothel

Leave the camp and go to the brothel on the hill to the south. Talk to Madame Karol. Say that you want to have fun with her girls, show a wooden coin and ask for Zosya the Whistle. Tell her directly: "I want your smile to open the gates of paradise for me." She will open a secret passage to the enemy den.

Don't rush to get in. Drink elixirs first, including Rook and Swallow. If the level of toxicity allows, drink a third of your choice. Enter the dungeon and 6 people will attack you. Among them, Trout is the leader of the group. He is much stronger and more durable than the other 5 people. Immediately use Quen and scatter enemies with Aard. Don't let them get up and counterattack, finish them off with your sword. The room is small and cramped, so it is better to deal with small enemies quickly. When you're one-on-one with Trout, use the standard parry and counter-attack tactic after blocking.

Search the area and take the Seltkirk Armor from Trout. You will also find a pamphlet by Buttercup. Return to the camp and talk to your bard friend. Report your findings to Detmold and Henselt. You will learn about Sabrina and how she cursed these lands.

Witch Sabrina

After talking with Detmold, leave the camp and head to the place of Sabrina's execution. Talk to Zyvkik at the camp along the way. He will say that he lost two soldiers and ask to find. Luckily, they went the same way as you.

Once there, talk to the two soldiers and tell them to wait for you. Take your time and carefully inspect the area, from candles to boot marks and the bloody wheel itself. When you're done inspecting the execution site, talk to the soldiers and agree to take them back to the camp. Drowners will attack you, so help the guys deal with them. If they survive, contact Zyvik for a reward.

You can talk to more people in the camp about the evidence you found. This information is not important, but will shed light on the story. About what happened to Sabrina, you can tell the people in the dining room and some merchants. In any case, leave the camp and go to the northeast coast of Pontar.

Along the way, you will meet soldiers fighting off various monsters. If you want, you can stop and help the Kaedweni wars. However, you can also use their brawl to sneak past enemies unnoticed. You will understand that you have come to the right place when the harpies attack you. Quickly run forward to the house - it is protected by magical symbols.

Talk to the Inspirational inside the house and agree to accept his faith. You can bribe him with orens or perform a ritual and become a member of the cult.

For the ritual, Inspirational will give you a potion. Follow the quest marker to Sabrina's grave. Since you are told to arrive after sunset, use meditation to wait until midnight. After the 21st hour, you can drink the elixir and explore the grave.

The next morning you will wake up in a stupor. Go back to Inspirational and tell about the mushrooms and chicken you saw. He will make you a full member of the cult. Talk to him again and find out about the missing spear point.

Head back to the camp and talk to the relic merchant in the cafeteria. You will learn that Iorveth has a spear, but you do not yet have the opportunity to safely get to Vergen. Talk to Detmold and he will give you an amulet that will help you cross over to the other side of the fog. He will also give you new armor.

Three relics

At the exit from the Kaedweni camp, you will meet Zoltan. He will help you fight on the way to Vergen. Head into the ominous fog and you will enter the eternal battlefield.

Using the amulet, you will release a magical skull that will show you a safe path to Vergen. With Zoltan at your side, you don't have to worry about fighting and just rush to the exit. However, if you want to earn experience, then stop and fight the enemies. But don't stray too far to the side or you'll draw unwanted attention from additional enemies. Soon you will reach the gates of Vergen, where you can talk to Yarpen Zigrin. He will tell you where to find the first relic - the banner of the Brown Banner. And Zoltan will leave you to get the second relic.

Go to the pointer on the map. Enemies may be encountered along the way, but nothing special or new. Once you get to the hills in the forest, enter the cave and descend into the catacombs. Some of the walls can be broken by Aard, but most of them contain nothing of value, although you can still search them.

You need to go down to the lowest level of the crypt. Use the stairs closest to you to go down. Kill ghosts on your way. Break the wall with Aard and you will end up facing Eckhart's ghost. You can talk to him and convince him that he is right by answering a few questions. First answer that he is wrong, then - Manno Coehoorn, then - Manno was killed near Brenna. The army commanders are Vandergrift and Zeltkirk. And finally, that Bigerhorn took you prisoner.

If you make a mistake with the answers or do not want to talk at all, then you will have to kill the ghost. The Yrden sign helps well against him, which will allow you to go behind your back and deliver powerful blows. Also, do not forget about Quen and rolls. If you pumped Power and you have a strong sword, then you will quickly cope with it. In any case, take the banner from the coffin and return back to Zoltan.

No one will let you into the city itself, so you have to make your way through the mines. You will now have the key to open this previously locked door. Pass by the burnt village and to the left, at the crossroads from the articles, take it again to the left. When you reach the wooden doors, know that you are there. The mines are a crazy dark labyrinth. So drink the cat's elixir and get ready to go astray. Go south first, then north at the fork. Further on the branch to the northeast, go around to the south. Then on the way to the east, and then to the northwest.

Next, you have to face a big monster. Stop and drink the Rook elixir and some others of your choice. The duckbill is a strong enemy, but slow and rather clumsy. Use Quen, but mainly focus on Yrden. Lure him into traps and roll behind your back. After the fight, you will meet with Saskia, she will give you the second relic.

To get the last relic, head back to the gates of Vergen and talk to Scalen Bourdon. He will challenge you to a game of dice and give you the spear if you win at least once. As in poker, you should try to get pairs or three of a kind. Keep any pairs that come up and roll the rest of the dice again. After a couple of attempts, you should already defeat Bourdon.

Curses and Killers

Head back across the cursed battlefield back to the camp. Talk to Roche and Detmold before reporting progress to the king. Soon you will get to the place of Sabrina's execution. Study the book that Dethmold gave you to know how to draw a diagram correctly.

Walk up the hill. From here you must tell the king in what order to pour the powder: first to the petrified bread, then to the charred tree, then to the carcass of the raven, then to the curdled milk and, finally, again to the witch's circle.

When the circle is completed, go down and set fire to it. The ritual will begin. Protect the king by killing the advancing ghosts. Arm yourself with a silver sword and immediately use Quen. With Windmill and Reflection of Pain, you should be able to easily deal with all enemies approaching you. Try to kill as many ghosts as possible, but eventually Geralt will command Henselt to complete the ritual.

Already in the camp, you will have to save the king from deadly assassins. After the interactive scene, get ready to fight two enemies. Use Quen and rolls as usual. Aard and Yrden are also very effective to temporarily immobilize one of the opponents. Eventually, Sheala will intervene and allow you to finish off Egan.

Talk to Dethmold and agree to help him with necromancy. For the task you will need the Mallard elixir. If you don't have the formula or ingredients, talk to the merchant in front of the tent, he sells both. Brew the potion and drink. Talk to Dethmold to see Egan's memories.

Follow Zerrit into the gorges. Pay attention to where you are going, because later you will need to remember this place. Stop and deal with the harpies that attack you. Since Egan doesn't have witcher marks, focus on defense and let Zerrit take the lead.

In Letho's hideout, follow Zerrit's tracks carefully to avoid falling into traps. If you make a mistake, the dream will end and you will have to start over. Eventually, you will see Summer and learn about the plan. Then you will find yourself in the camp almost before the moment of Egan's death. You don't have to succeed here. Just reach the quest marker and the quest will end.

Being in the real world, you will need to find this hideout of the killers. Remember where Zerrit and Egan went and go there. If you have forgotten the location of the cave, it is far south after the river near the Blue Stripes camp. In the cave you will meet golems and gargoyles. They are strong enemies, but rather slow. Use Quen and inflict long blows on each of the enemies. You will be able to stun some of them with a series of quick blows.

Talk to Zerrit and take his weapon. His silver sword is very strong and has a chance to freeze the enemy. Due to this critical effect, the sword is sometimes handy even when fighting people. Return back to the camp, and now you can put an end to the curse.

Eternal fight

You will be possessed by various spirits, during which you will be deprived of witcher abilities, such as magic and elixirs. First, an Aedirnian soldier will take possession of you. While your allies fight the Kaedweni soldiers, concentrate on the standard bearer. Parry and strike quickly, and you can handle it.

Now you will be taken over by a Kaedweni soldier, who needs to run to the commander and report what happened. However, your allies don't know you're coming and won't stop firing arrows. Use barriers to take cover from a volley of fire arrows and quickly run to another cover when the archers are reloading. As a result, you will reach Vandergrift with a report.

Then you will be taken over by the Zeltkirk. There will be many enemies, but, as in any non-Witcher battle, the tactics are the same: parry and counterattack with quick strikes. In the end, you will meet the draug and be able to play as Geralt again. Kill the standard bearer and prepare for a boss fight.

Sabrina will unleash fireballs on the battlefield, while arrows and trebuchet salvos will rain down from Vandergrift. Quen will be enough to block many of these attacks. In a defensive stance, Vandergrift will often counter-attack, so it's best to just wait out this moment before attacking.

With a fully pumped Quen and a lot of energy, you will be able to avoid up to 15 attacks in a row. This is very handy, as every hit from Vandergrift can be fatal. First, focus on breaking the Draug's shield with relentless attacks. If you run out of energy, hide behind the rubble and wait until one or two strips are restored. Use Quen and attack Vandergrift again. Use a combo of three quick hits. Then run away again to restore energy.

It will take a long time before you deal with Vandergrift, but the above tactics are very simple and safe. After the battle, you will play for one last spirit - a Kaedweni priest. Avoid Sabrina's fireballs and exit the fog to end the curse.

Battle of Vergen

You will wake up in a brothel and have a little talk with Buttercup. But he will tell you about the meeting place of the conspirators in the west. After the conversation, leave the brothel and head to the quest marker far to the southwest. Here you will meet Roche, and after the conversation he will offer to go back to the Blue Stripes camp.

When you arrive at the camp, you will be attacked by Kaedweni soldiers. There will be only four of them, but they are armed with powerful spears. Let Roche distract them, and you lure them into Yrden and attack from behind. After the victory, head to the Kaedweni camp, and more soldiers will attack you. Immediately use Quen and let Roche take over the soldiers. If you feel that you are surrounded, then use Aard to push back the soldiers and return to Roche. As long as all the enemies are focused on him, you can quickly kill them one by one.

After the battle, find Bianca and she will tell you what happened. It's time to follow Henselt to Vergen. You won't be able to take a straight road, so you'll have to take a detour through the mountains to the south.

On the way to Vergen you will meet trolls. You should not fight them, it is better to just talk and win them over to your side. They will help you fight Kaedweni patrols on your way to Vergen and possibly even in Vergen itself. The soldiers will also be attacked by other enemies, such as corpse eaters. Ignore these fights and rush to the mines.

Follow the already familiar path (first go south, then north at the fork. Follow the branch to the northeast, go around to the south. Then follow the path to the east, and then to the northwest.), killing soldiers and corpse eaters, until rooms where you previously slew the giant platypus. Here you have to fight with Pangratt, Detmold and mercenaries. Since Dethmold represents the greatest danger and difficulty, your main task will be to concentrate the attack on him. You will not be able to kill him, but by taking away enough health, you will force him to leave the battlefield.

Then move on to simple mercenaries while Roche deals with Pangratt. Use Aard to weaken crowds of opponents. As always, use Quen to block 4-5 hits. Once you've dealt with the little things, help Roche kill Pangratt. Backstab and retreat. When the enemy switches to Roche, repeat the action.

Pangratt will be defeated, but not killed. Decide if you want to finish him off or let him go. In any case, you will receive valuable items from him. Leaves the room and out of the mines. You will meet with Zoltan. Go up the stairs and to the rope bridge. You won't be able to follow Roche, but you can help Iorveth here.

Even if you save the elf, this will not change the main task. Head to Philippa's quarters and fight the golem. Quen and parry will help you survive. Surprisingly, this monster is very vulnerable to Igni and will quickly die if you upgraded this sign. Otherwise, use powerful sword strikes.

Enter Philippa's quarters, you'll miss her and you won't be able to follow her. But you will meet an angry Henselt here. First you will need to defeat two soldiers with spears. Use Igni or Aard, don't forget about the standard Quen and parry. Then you will fight with the king and two shieldmen. Kill the knights first, and then go to the king.

Quen with Reflect Pain and Windmill will help you deal damage to all enemies at once. Remember that a good parry will weaken the opponent and leave him open to a counterattack. Although the king has a lot of health, there is nothing special about his attacks. After the battle, Roche will come, and you will have to decide the fate of Henselt. It would be wiser to let him live, but the choice is yours.

If we helped Roche kill commandant Loredo, then we leave Flotsam on the ship of a special detachment of Temeria. We are going to the border of Aedirn and Kaedwen. As far as we know, Leto fled there with Triss. In the same place, near the city of Vergen, the Kaedweni army is preparing an invasion of Aedirn ...

We start Chapter 2 playing as the Kaedweni King Henselt. Accompanied by Sheala de Tanserville, the sorcerer Dethmold and the Kaedweni knights, we set out to negotiate with the Aedirn nobility. The nobles seek the patronage of King Henselt after the assassination of King Demavend. Henselt intends to use this opportunity and seize the lands of the deceased neighbor.

The famed Maiden Saskia, the dragon slayer mentioned by Iorveth in the first chapter, intervenes in negotiations with the barons. After a mutual exchange of "courtesies", the girl challenges the king to a duel. It is up to us whether we accept this challenge or follow the advice of Detmold and try to capture Saskia, which will lead to a big battle. [Combat] We shouldn't have any problems, just block enemy attacks and deal heavy blows with a steel sword. At a certain moment, the priest of Kreva will try to stop the battle, but Henselt kills him in a fit of rage... The sky darkens, fog thickens, and spirits appear from it.

Geralt and Roche approach the gates of the Kaedweni camp. The witcher's medallion begins to tremble, warning of impending danger. Suddenly, a ghostly haze covers the area. In it we meet Henselt and his companions. We must take the king out of the phantom battlefield and get to the camp. Detmold shows us the way and surrounds everyone with a protective magical barrier. [Combat] The ghosts that attack us quickly die after entering the protective dome of Detmold. We shouldn't go outside the safe territory - we won't last long outside.

In the fog, Detmold is stopped several times by ghosts. We will have to defeat them all in order to free the mage from their spells. So, we get to the Kaedweni camp. At the gate we meet foreman Zyvik. The king instructs him to show us the camp, and then bring us to the royal tent.

Zyvik leads us through the camp, showing us the blacksmith, the canteen, the hospital, and the fighting arena. If we have no desire to tour the camp with a guide, we can try to convince the old campaigner to take us right away to the upper part of the camp.

At the royal tent, we meet the Nilfgaardian ambassador - you can talk to him. Then we go to meet with Henselt. The king asks us about the murders of Foltest and Demavend and asks us to remove the curse from the battlefield. He also tells us about the events of three years ago. When we leave the royal tent, Detmold approaches us and asks us to give him some time.



Conspiracy Theory (Part One)

The task regarding the conspiracy in the camp begins after talking with Detmold: the sorcerer will come to us when we finish talking with Henselt.

[Choice] We can track down the conspirators in two ways: help the son of Manfred [A] or find a certain Odrin and gather his drinking buddies [B].

Butcher of Cidaris

[A] Wandering around the camp, we will sooner or later end up in the dining room. There, among others, we meet Manfred, who is drinking vodka alone. If we talk to him, he will tell us about his son Sven, who is waiting for a duel with a certain Letande Avet, also known as the Butcher of Cidaris. If we offer our help, Manfred promises to do his best to thank us. We're leaving to talk to Sven. At first, he tries to get rid of us, but in the end we convince him to fight the Butcher together. We go to Avet to pitch our idea for a 2v2 fight to him. He agrees and we return to Sven. When we say that we are ready, we will be transported to the arena, where Avet and his partner are already waiting for us. [Combat] In combat, the main thing is to repel the attacks of the Butcher and deliver strong blows with a steel sword. You can immobilize the enemy with the Sign of Yrden and stab him in the back. At the exit from the arena, we will meet Manfred, who will thank us for trying to save Sven or for saving him - depending on the outcome of the battle. We can ask him about people with square coins. Manfred is true to his word: she gives us a square coin. In addition, he advises us to go to Madame Karol's brothel and ask for Zosya the Whistle. We must ask that "her smile will open the gates of paradise for us." This is the password of the conspirators. After the fight with Avet, Proxim will also approach us, who will say that King Henselt was watching our fight. He liked it so much that he ordered a jousting tournament. Proxim invites us to take part in the tournament, and this will be the beginning of a new task (Ave Henselt!).

Truth in beer

[B] We can also find out about Whistle Zos if we help the drunkards who roam the camp in search of their friend Audrin. To do this, we need to talk to one of the three drunken soldiers. We can go around the whole camp, but we won't find any traces. Audrin sits on the banks of the Pontar. We're leading the drunk soldier back to the camp. Guards stop us at the gate. We can tell them we got Audrin drunk as he is a key witness in the investigation we're running, or just bribe them. In any case, they will let us into the camp. We will have to wake Audrin twice: to find his comrades and to take him to the dining room. If we found all three of Audrin's friends, then we can go to the dining room to drink beer. If we build a conversation correctly, these gentlemen will relax and loosen their tongues. They will tell about the brothel, Zosya's Whistle and square coins. To do this, we must say that everyone is afraid of Henselt, and then that we need information. Otherwise, we won't get anything from them.

[Choice] When we have a square coin and information about Whistle Zosa, we can go to Detmold and tell him everything we learned. The matter will end with the fact that his soldiers will help us in the battle with the conspirators. However, we can continue to investigate the conspiracy on our own.

So, we go to Madame Carol's brothel. We say that we want to have fun with the girls, show her the money and choose the Whistle Zosya. We say to Wendy: “I want your smile to open the gates of paradise for me,” and she will open the secret passage to the lair of the conspirators.

Downstairs we will meet Vinson Trout, whom Detmold and foreman Zyvik told us about. Vinson has one of the magical items needed to finish the battle of the ghosts - the Seltkirk armor. The conspirators leave us no choice: we will have to fight. [Combat] The easiest way to kill opponents is to knock them down with the Aard Sign and then finish them off. It is important not to forget to search Trout's body after the battle and pick up the armor. There is an interesting note on the table in the middle of the room. It's worth reading. Suspiciously reminiscent of Master Buttercup's style... Looks like we'll have to talk to the poet in the camp. The first part of this quest ends with a conversation with Buttercup. Meetings with the leaders of the conspiracy will have to wait. After defeating Trout and other conspirators, we can go to Detmold and tell him about everything. The sorcerer will pay us a reward for each killed conspirator, so that we can make good money.

Blood Curse

The king will tell you that three years ago his former adviser, Sabrina Glevissig, cursed him when he sent her to the stake on charges of betrayal. We decide to help the monarch and remove the curse from him. To do this, we need to look at Detmold and ask him a couple of questions. The sorcerer gives us a lot of valuable information about the curse, Sabrina and the spirits that attacked us in the fog. Among other things, we learn: in order to remove the spell from the king, you need to perform a special ceremony. To do this, we must find out as much as possible about the events of three years ago. In addition, Detmold advises us to inspect the place of execution of the sorceress.

lost sheep

We are going to the place indicated by Detmold. At the exit from the camp, foreman Zyvik asks us to look for two missing soldiers at the same time. We must order them to return to the camp as soon as possible.

We cross the stream at Roche's camp and walk west along the shore. On the way to the place of death of Sabrina, drowners will attack us. [Combat] The silver sword and the Aard Sign will help us against them.

We approach the circle and meet the soldiers Zyvik is looking for. They ask to be taken to the camp. But before we help them or leave them to their fate, we must inspect the place of execution. If done carefully, we will find a letter from a soldier, square coins and a nail, and we will also notice curious marks in the ashes.

After inspecting the circle, you need to talk to the soldiers. They will tell us about the cult of Sabrina, led by a man nicknamed Inspirational, and about the execution that took place at this place three years ago. They will try to take the nail we found, and if we do not agree, then our dialogues with other admirers of Sabrina will change a little.

We lead the soldiers to safety, and along the way we fight drowners emerging from the river. When we reach the ford across the stream, the soldiers thank us and leave for the camp. We've completed Zyvik's mission. When we return to the camp, we will receive a reward for our help: we will be allowed to speak with the captive Scoia'tael. He will tell us about the plans of Serrit and Egan, Leto's henchmen.

In the circle we found some interesting clues. They must be used to remove the curse from Henselt. The soldiers mentioned the Inspirational One who lives in the gorges behind the camp, and the Relic Vendor that can be found at the canteen. So, we return to the camp. On the way to the dining room, we meet soldiers who are arguing over a relic. If we have the nail we found in Sabrina's circle, we can compare it to what they have. It will immediately become clear that their relic is an ordinary fake.

We'll find a merchant in the canteen. If, when examining the place of execution of the sorceress, we noticed noticeable traces, then we will learn much more from him. The wandering merchant will tell you that Yagon pierced the dying Sabrina with a spear to end her torment. In addition, he will advise us to meet with the Inspirational.

We leave the camp and head east towards the gorges. On the way, we are waiting for the corpse-eaters, scouring the battlefield. [Combat] Monsters will attack in groups, and when they die, they will grab their heads and explode. It is best to use the Aard Sign against them and finish off stunned and knocked down creatures with a silver sword. If the corpse eater grabs its head, you need to quickly jump away from it to a safe distance - it will soon explode.

Inspiration

In the ravines we meet two soldiers fighting off the rotten ones, but we do not have time to save them. After defeating the monsters, we turn north and reach a clearing where the Inspirational hut stands. There we are attacked by harpies. [Combat] There are quite a few of them, so you should shoot them down with the Aard Sign and run to the hut. Candles burning around will scare away the creatures.

The inspired one will immediately guess that we did not come to him without a reason. We learn little from him until we win his trust. To do this, we can try to bribe him or start worshiping the cult of Sabrina Glevissig. If our purse is empty and we are ready to deceive the head of the cult, we will have to pass the test - drink the potion that the Inspirational will give us and spend the night in a crypt in a hollow nearby.

We're going to perform the ritual. In the hollow we are attacked by rotten ones, and we deal with them in the same way as with the previous ones. We find a crypt between two lakes. When it gets dark (at 21:00), you can start the ritual. We drink the potion we received from the Inspirational. We will remember what we saw for a long time ...

When it's all over, we'll return to the Inspirational's hut. As new believers, we will ask him about the events of three years ago. He will tell us about the curse that Sabrina placed on Henselt. If we ask about the artifacts needed to end the ghostly battle, the Inspirational will tell us about the Zeltkirk of the Gulet and say that his armor may be the symbol of courage we are looking for. We should also ask him about Yagon's spear, which is needed to remove the curse from King Henselt. We learn that the relic dealer must have it...

It looks like the trader didn't tell us everything... We head to the camp to have another talk with him. He confesses that he once had the spear with which Iagon ended Sabrina's agony. If we bribe, convince or intimidate him (in the latter version, we need a nail found at the place of execution), he will tell that he lost a spear in the bone to some soldier. Later, this soldier fought with the Scoia'tael in the Pontar Valley, and the spear fell to the commander of the elf detachment, Iorveth ... The merchant will say that, according to rumors, the elf joined Saskia and that he is now in Vergen, on the other side of the fog. We need to discuss this with Detmold. Maybe even now the sorcerer will be of some use to us.

Get out, evil spirit!

We inform Dethmold who now has the spear needed to break Sabrina's curse. The sorcerer recommends that we go to Vergen, a fortress on the other side of the ghostly haze. He will give us a medallion that will show us the way in the fog, and an embassy flag, which (in theory) will open the way for us to the city of dwarves.

At the exit from the upper camp, we will encounter Zoltan, grumbling about the racism that flourishes in the camp. Our friend will be happy to know that there is an opportunity to get to Vergen, although he will be wary of this venture. Thus, we find a companion for a dangerous journey. Together we step into the ghostly mist.

Before our eyes appears the battlefield of three years ago. Our witcher's medallion, combined with the amulet received from Detmold, will show us the way to Vergen. In the fog, we are constantly attacked by the spirits of fallen soldiers and draugirs - demons made from the armor and shields of the fallen. [Combat] We will have to fight for our lives. Trying to kill all opponents in the dark does not make sense. Our goal is simply to get to the other side. Against the spirits, a silver sword and the Signs of Aard and Quen should be used.

Coming out of the fog, we will follow Zoltan to the city of dwarves. In the burnt village beyond the ravine, we will encounter a squad of Scoia'tael. Thanks to Zoltan's presence, the elves won't kill us. They will advise us to meet with their commander on the outskirts of the city.

In the mentioned suburbs we meet our old friend, Yarpen Zigrin. This dwarf now serves as the commander of the guard. In a conversation with him, we learn that the banner of the Brown Banner - the symbol of death that we are looking for - can be found in the catacombs in the forest beyond Vergen. Yarpen cannot let us into the city as parliamentarians, but Zoltan decides to stay in Vergen and not return to the Kaedwens. He promises us to get the sword of General Vandergrift from Saskia - another memorable item needed to remove the curse. We agree with Zoltan that we will meet in the abandoned mines under the city. You can get there from the gorge.


Symbol of death

So, we decide to search for the banner of the Brown Banner. To do this, you need to explore the catacombs in the depths of the forest. At the entrance to the catacombs, ghosts can attack us. [Combat] The silver sword and the Signs of Yrden and Aard will help us deal with them.

We have to get to the lower level. There, in one of the halls, we meet the spirit of the standard-bearer Brown Banner. [Choice] [A] We can trick him into claiming that we once entered Buruya, or [B] we can fight him.

[A] If we claim to have served in the Brown Banner, the spirit will not believe us. But if we insist, he will ask us some questions to check. The answer to his first question is wrong. The next answer is Manno Coehoorn, and the third answer is Manno Coehoorn was killed near Brenna. The answer to the question about the generals in the battle for Vergen is Zeltkirk and Vandergrift. The last answer is that Bigerhorn took us prisoner. So we will convince the incredulous ghost, and he will allow us to take the banner from the sarcophagus. If we make a mistake, but we have a beaver hat or a cloak of the Brown Banner, the spirit will give us another chance. Otherwise, we will have to fight him. We can get these items during the Baltimore Nightmare quest or win them in dice from Scalen Bourdon.

[B] If we're not in the mood to chat with the spirit, or we give the wrong answer to one of its questions, we'll have to fight. [Combat] This is a very difficult fight to prepare for. The sign of Yrden will help us a lot: it will allow us to immobilize the enemy and finish him off with a silver sword. Now we can take the banner of the Brown Banner.

But that's not all. If we deceived the ghost, he will periodically pursue us in other battles.


Symbol of hate

We've done our part. Let's hope that Zoltan did his job and got a sword... We're going to meet the dwarf. We pass through the outskirts of Vergen and the burnt village and find ourselves in the same place where we left the fog. At the crossroads we turn left, towards the gorges, and after passing through the old gate, we turn left again. So we reach the secret entrance to the mine.

The Dwarven Mines are a real labyrinth. We will probably get lost more than once before we begin to navigate them and find the way. Not only that: the dungeon is dark, and the oil lamps are of little use. I advise you to stock up on potions in advance that will allow us to see in the dark. In the mines we will encounter corpse-eaters. [Combat] We use tried and tested methods: knock them down with the Aard Sign and finish them off with a silver sword, remembering to jump to a safe distance when they die. After a long wandering in the mines, we reach a room where we will be attacked by a two-meter duckbill. This corpse eater is big and strong like a troll. [Combat] The easiest way to deal with him is with the Sign of Yrden and a finishing blow to the back. In the corridor behind the door we will meet Zoltan and Saskia, the Dragon Slayer.

To our surprise, the girl herself will give us the sword in the hope that we will remove the curse from the battlefield. In addition, Zoltan will tell you that Iorvet lost the spear we needed in the bone. Its new owner, Scalen Bourdon, is the young dwarf we met in the suburbs.

Looks like luck is on our side. We need to take advantage of this and play dice. We return to the city and challenge the dwarf. He immediately agrees, warning that we will lose anyway. We need a spear, so we play until we win. Then we return to Henselt's camp through the mist.

Like the first time, we use our medallion in the fog and follow its instructions. This time it will be much easier to get through the fog as we can see the camp in the distance. Spirits and ghosts will meet us again. [Combat] We deal with them with quick blows of the silver sword, and if necessary, use the Signs of Aard, Quen and Yrden.

Coming out of the fog, we meet Rocher with a detachment. Vernon says that a woman came out of the mist shortly before we arrived, and that the Blue Stripes were attacked by the Nilfgaardians who met her. It looks like it was Philippa Eilhart's servant, whom the sorceress sent here in search of Triss ... Or maybe she is spying for the Empire? We hurry to the camp: perhaps Ambassador Shilard will explain everything to us. In the camp it turns out that the Nilfgaardians have already sailed ... We must talk with Henselt. Perhaps he will let us follow the Blacks.

We go to the king and tell him about the artifacts that we got on the other side of the fog. The king wants us to begin the ceremony immediately. He and his guards head to the site of Sabrina's execution. We need to meet with Detmold to get magic powder from him. With them we will draw the runes that we read about in the book taken earlier from the sorcerer.

Having received everything we need, we go to Sabrina's circle. After a brief conversation, the king leads us to a hill that overlooks the area. There we have another conversation with him. We need to accurately recreate all the events of three years ago. Under our guidance, Henselt must draw the runes that are needed for the ceremony.

It's kind of like a mini-game. If we read the book that Detmold gave us earlier, then we can easily draw the signs in the correct order. We need to create a kind of goat skull inscribed in a circle. To do this, we advise Henselt to start at the witch circle and move towards the petrified bread. Then we ask the king to go to the charred tree, and then to the carcass of the raven, curdled milk, and finally again to the witch's circle.

Now we need to set fire to the runes - this will allow the rite to begin. The signs on the ground will light up with blue flames and ghosts will appear outside the circle. In time, the barrier protecting the king and us will disappear, and evil spirits will enter. We must protect Henselt until Sabrina's spirit speaks the last words of the curse. [Combat] We fight off the attacks of ghosts with a silver sword and use Signs as necessary. Soon the king pierces the spirit of the sorceress with a spear, completing the ritual and removing the curse from himself. Henselt will be so grateful to us that he will promise to hand over the medallion - a symbol of faith needed to remove the curse from the entire battlefield. In addition, the king will invite us to the tent to celebrate the liberation…

Kingslayers

When we remove the curse of Sabrina Glevissig from the king, Henselt invites us to a feast. Arriving at the upper camp, we see that the monarch is receiving the Redanian ambassador. The guards won't let us into the king's tent, and we'll have to wait until evening. After 22:00 we make another attempt. The ambassador informs Henselt that after the death of Foltest and as a result of the tragic death of Prince Bussi, his sister Anais may become the heir to the throne. The king asks us about some details of the siege of the castle of La Valette. However, the conversation is interrupted by the murderer, from whose hand the ambassador will fall. We save the king with the Sign of Aard. We are waiting for a fight with two killers. [Combat] Our opponents are strong enough. In a fight with them, it is worth using blocks and the Yrden Sign.

At a certain point, Sheala intervenes in the fight, and one of the assassins manages to escape. Henselt wants to talk to us again, and this time he invites his court sorcerers - Sheala and Detmold. The latter wants to resort to necromancy, magic forbidden by the Chapter. This is the only way to get at least some information from the dead killer.

Now we are free. We can finish other tasks or wander around the camp. But if we want to know more about the killers, it's time to visit Detmold. We'll find him at the field hospital in the lower camp. He proposes to conduct a necromantic ritual together. To participate in it, we need Rook potion. If we do not have its recipe, we can buy it from one of the merchants in the camp. The ingredients can be easily found on the field next to the camp. When we prepare the potion and drink it, we need to talk to the sorcerer again. Detmold begins the ritual...

Thanks to necromancy, we now see the world through the eyes of the killer - Egan. We are in a gorge, far from the camp. We have another kingslayer with us, Zerrit. We need to get to the hideout. Along the way, we encounter harpies that live in the gorges. [Combat] Strong blows of the silver sword will clear the way for us. Soon, Serrit leads us to the hideout. We go strictly behind him, trying not to touch the traps with which it is surrounded. So we will reach the place where the main killer is located - Summer. We talk to the Kingslayer and learn that Sheala de Tanserville is also involved in the plot and that the assassins no longer need her. Also, Leto says he's going to Loc Muinne.

Then, still under the influence of Detmold's spell, we are transported to Henselt's camp. Zerrit is walking along the wall, and we need to sneak on the ground. If we fail, we will return to the field hospital and the vision will end. If we want to know more, we will have to try. We must hide behind a stone on the left and wait for the sentries to finish talking and leave. Now you need to get to the end of the passage between the tents and the palisade. If we succeed, we will find ourselves in a cave under the camp, where Zerrit will voice his ideas regarding the creation of a new Council and Chapter of Sorcerers at a meeting in Loc Muinne. Then the spell will take us to the upper camp, where we will have to fight to get into Henselt's tent. [Combat] We need to deal with the two-handed guards and shieldmen armed with two-handed swords. We must parry their blows and deliver power blows with a steel sword.

The action of necromancy ends, and we come to our senses in the hospital. We briefly retell everything we saw, and go to the hideout of the killers. The wounded Zerrit is probably there. First we can wander around the camp and finish the rest of the tasks. After that, we go to the cave of the killers along the path that we walked during the vision. We find a dying Zerrit in the same place where we met Leto in the vision. We briefly talk with him about Sheal. Now we must return to Detmold and tell him about everything. The sorcerer tells us that it's time to remove the curse from the battlefield, and gives us Henselt's medallion - a symbol of faith that we need to dispel the darkness. After that, it remains for us to uncover the conspiracy. If the plot is already revealed, you can remove the curse from the battlefield.

Eternal fight

We promised Henselt that we would at least try to lift the curse from the battlefield. Only by getting rid of the ghostly haze will we be able to leave the king's camp and go in pursuit of the Nilfgaardians who kidnapped Triss.

Throughout the second chapter, we will collect information and look for a way to get rid of ghosts. Thanks to our own experience and the help of the sorcerer Detmold, we find out that we will need four artifacts related to the battle three years ago: symbols of faith, courage, hatred and death. When we complete the earlier quests that make up the main storyline, we will come to the conclusion that the artifacts we need are the following: Henselt's medallion, Seltkirk's armor, Vandergrift's sword, and the banner of the Brown Banner. We will receive the medallion from Henselt when we complete the Assassins of Kings quest, the armor after the battle with Vinson Trout and the conspirators (Conspiracy Theory), and in Vergen (Blood Curse) we will get the sword and banner.

Having obtained all four artifacts, we go to Detmold's tent and ask him for the last advice. Then we go into the darkness.

In the mist, the spirit of an Aedirnian soldier takes possession of us. Our commander gives orders to the archers and sends us to capture the enemy banner. We run through the defenses to the spirits of the Kaedweni warriors defending the banner. [Combat] We must block and strike quickly. We are deprived of witcher abilities, so we will have to do without Signs, potions and bombs.

After that, the spirit of the Kaedweni soldier is instilled in us. We must inform our commander that the banner has fallen into the hands of the enemy. Arrows rain down from the sky. Hiding behind wooden shields, we cross the battlefield. The archers fire at regular intervals, so we're safe between shots. This is how we get to our general. Vandergrift. Draugh. The General enters into battle with Sabrina Glewessig, court sorceress of King Henselt.

Sabrina sends a rain of fire onto the battlefield. We have been possessed by the spirit of the Aedirn commander Zeltkirk. Once again we engage in battle with the spirits and ghosts of the Kaedweni soldiers. [Combat] We only have a sword at our disposal. We try to block enemy attacks and strike back quickly. In the end, we find ourselves face to face with Vandergrift. The spirit of Zeltkirk leaves our body, and in the battle with the draug we can finally use all the abilities of the witcher.

[Combat] The fight with the draug is one of the most difficult in the game. The Kaedweni general has become a demon that can turn into a tornado, call out a volley of archers, and finally send Sabrina's fireballs at us. When the draug uses his special abilities, we'd better take cover behind something. When he is not using them, we should attack him with a silver sword. Most Signs are useless in this fight, but Quen can be useful. You also need to use dodges and rolls to get close to the demon from the side and deliver a powerful blow.

After the death of the demon, the spirit of the Kaedweni priest will take possession of us, who will try to lead the soldiers out from under the fiery shower. Hiding behind cover, we head towards the edge of the fog...

Conspiracy Theory (Part Two)

After we have removed the curse from the battlefield, Dandelion will wake us up. He tells what happened in our absence. The soldiers are dissatisfied with Henselt's agreements with Nilfgaard, and Detmold has arrested several conspirators, and if we do not do something immediately, he will send another half of the camp to the rack. Henselt went with the army to Vergen. In addition, Buttercup informs us that the conspirators are hiding in the house at the top of the hill.

We hasten to the place the poet spoke of. To our surprise, we meet Vernon Rocher there. We have no choice: we must help Roche. Together we rush to the Temerians' tent in search of Bianca. At the Blue Stripes camp we are attacked by Kaedweni soldiers. [Combat] We will win if we skillfully parry blows and use the Signs of Aard and Yrden. We see that the tent is empty. The camp whore reveals that Detmold has invited Roche's men to a banquet in the camp dining room. We go there, but on the way we run into Kaedweni soldiers left in the camp. [Combat] Our enemies are numerous, some of them have halberds, so we will have to be careful. You need to put blocks and dodge. The signs of Yrden, Quen and Aard will also come in handy. Arriving at the place, we will find all the people of Roche ... hanged. Only Bianca survived. She tells who did it. Burning with a thirst for revenge, Rocher rushes to Vergen to find and punish Henselt. Geralt is more interested in Sheala de Tanserville, who also fled to Vergen. It's payback time...

Assault on Vergen

So, we are heading to the besieged Vergen. Our path leads through the gorges, which we are familiar with on the assignment of the Assassins of Kings, so we are again looking forward to meeting with the harpies. In the depths, where there used to be fog, we find ancient debris, and next to them is a troll.

[Choice] We can talk to her politely and find out that her husband recently met someone going to Loc Muinne. Or we can kill her to save time. On the way to Vergen, near the old quarry, we should be ready to meet harpies. Then, in the hollow, we will have the opportunity to save the troll's husband, who was attacked by three Kaedweni mercenaries. If we killed the troll before, her husband will attack us. Around the bend we meet Kaedweni shieldmen. [Combat] Don't forget about blocks and strike hard with the steel sword. After the fight, we will notice one of Detmold's men nearby. It turns out that the sorcerer also knows about the secret passage to Vergen.

Wasting no time, we hurry to the cave. We don't have to look long for a runaway soldier. We face him... and his comrades. This is revealed to be one of Adam Pangratt's men. We have already seen him in the camp. He will order his people to kill us, and he himself will go deeper into the caves. We'll have to draw our sword again. [Combat] This is a rather difficult fight. It is best to block enemy attacks and use a combination of powerful and speedy strikes with a steel sword. The signs Aard and Igni will also come in handy. Deeper in the caves we will find another group of mercenaries. Making our way deeper and deeper, we will meet Detmold himself. [Combat] The most important thing is to deal with Pangratt. To do this, you need to alternately use strong and high-speed strikes and put blocks. You should also beware of Dethmold's spells and use rolls to dodge them. When the mercenaries are defeated, the sorcerer will open a portal and disappear. We rush forward: Vergen should be close by. At the exit from the caves, we meet Zoltan, who tells us that Sheala is in the house of another sorceress - Philippa Eilhart. [Choice] In addition, Zoltan will say that the Kaedweni have laid siege to Iorveth . It's up to us to decide [A] whether we want to help the elf, or [B] immediately go after Sheala.

[A] We climb the stairs to the suspension bridge that Chivay was talking about. Roche runs ahead, but the bridge falls and we are left alone. If we want to help Iorvet, then first we run to the right, to the fortification that Zoltan told us about. There we will face a large force of Kaedweni. [Combat] In this fight, you should not forget about blocks and strong blows. After the victory, Iorveth will have a short talk with us.

[B] Now we just have to find Sheala de Tanserville. On the way to Philippa's house, we will come across a few more soldiers. Then, after a couple of steps, we will have to face the monster that the sorceress summoned. [Combat] It is important not to forget about blocks: this monster can easily knock Geralt down. The Sign of Igni and the strong blows of the silver sword will help us.

We get to Philippa's house only to see the sorceress open the portal. Sheala de Tanserville will advise us not to look for her again. She will disappear along with Saskia, and Henselt will appear instead. The king will order us to be killed. [Combat] In this battle, we will need a combination of blocks, the Sign of Igni, and strong strikes of the steel sword. After defeating the enemies, we will have to deal with Henselt. Meanwhile, Roche will break into Philippa's house. [Choice] It's time to decide what to do with the king of Kaedwen. We have a choice. [A] We can spare him and tell Roche it's better to keep our hands clean, or [B] let Roche kill the king. This decision will have serious consequences in the third chapter.

Looks like all roads lead to Loc Muinne...

Prologue | Chapter I

Prelude to War: Kaedwen

Attention! play on the side Roche you can if first chapter sided with him on the quest" at the crossroads: Skoya "taeli "

Stage 1: go to negotiations with the Aedirnian nobles

You will start the second chapter by playing as Henselt. Together with Detmold and Shealoy you are going to tent where the meeting will take place Stennis (M13, 1). The conversation will be about buying land - you can agree, or offer half the price. Shortly thereafter there will be Saskia and Stennis .

Stage 2: Fight Saskia

There are two options for conducting a conversation. If you don't let Saskia to speak, the battle will begin, and it will be necessary to concentrate on dragon slayer . You can also listen to Saskia and be challenged to a duel. In this case, the battle will be easier, since you will not be interfered with by enemy soldiers.

Stage 3: stop the ghosts so that Dethmold can concentrate and cast the spell

The action will focus on the arrival of Geralt in Kaedwen. During the conversation with the guard, the sun will disappear, and you and Vernon will move to the place of negotiations. will start to appear ghosts of aedirnian knights . Your goal is to protect Detmold. However, the most to be feared draugir- large, massive monsters. immobilize them Irden, but don't fight at close range for too long - it's better to dodge more often.

Stage 4: get out of the ghostly mist, following Detmold

Eventually, the sorcerer will create a magical barrier. Try not to go beyond it. As soon as one of ghosts enters it, it dies immediately - at low difficulty levels you don't have to do much. At higher levels, you will most likely have to finish them off. Along the way Detmold stop three times ghosts. They themselves do not attack, however, it is done by the appeared soldiers. Try to quickly get rid of the ghosts to unlock the barrier. As you progress, you will also come across a corpse Stennis- after searching the body, we will find stennis sword . Eventually you will get to Kaedweni camp (M24, 1).

Stage 5: Walk through the camp with Zyvik or convince him to immediately go to the king

At the gate you will meet Zyvik who will take you on a tour of the camp. After talking with him, you can convince him to immediately go to the king. If we follow him, we will visit the most important places in the camp: the gunsmith Lesovik (M25, 2), a canteen and a bulletin board nearby ( M25, 3), arena ( M25,4) and a captive elf ( M25.5). Eventually, Zyvik will lead you to the main gate ( M25,6) and then removed.

Attention! Zyvik will be waiting for you at main gate (M25,6) until you meet him again. After that, he will walk around the camp.

You will unlock the quest " kingslayers ".

Stage 6: Talk to King Henselt

When the gate opens, you can go straight to Henselt (M25, 1). The king will ask you to remove the curse from him, and in return he will help restore your good name. You will be allowed to move freely around the camp, and Detmold will have some information for you. He will call you as soon as you leave the tent. Be sure to ask about the haze and Sabrina .

Reward: 200 XP

You will unlock the quest " conspiracy theory ".

Kingslayers

The quest is received automatically, at the beginning of the second chapter

Stage 1: talk to the captive elf in the Kaedweni camp

Execute this step not necessary. Moving towards King Henselt on the quest" Prelude to War: Kaedwen ", you will see a captive elf ( M25,4), which has some useful information. Unfortunately, the guards won't let you talk to him until you've earned a certain reputation.

To complete this stage, you need to complete the quest " lost lambs ".

You will speak in senior speech so that the guards do not understand anything. Ask about everything related to the other two witchers.

To continue the task, you need to complete the quest " blood curse ".

Stage 2: Protect Henselt

After removing the curse from Henselt and visiting his tent, assassins will attack you. Despite the fact that there are two of them, the fight will not be particularly difficult. You have to be careful as the enemies fight with two swords and constantly attack. You can charm one of them Aksyem and watch the killers fight each other. If you decide to fight two at once, you will often have to dodge and attack with a quick style. As soon as you kill one of them, the fight will end - the second one will simply run away.

Additional Reward: 500 XP

Stage 3: Help Dethmold in the Necromantic Ritual

Enter the tent where Detmold examining the corpse of the killer ( M25, 23). Before you see the dead man's memories, you need to drink a special elixir - Mallard. The recipe can be bought from master Miron (M25, 23), which is either inside the tent or outside. To create the elixir, you will need the following ingredients: 1x vitriol, 1x vermilion, 1x hydragen. Drink the elixir and approach Dethmold to start the ritual.

Attention! If you make a mistake, you will wake up and the dream will start over.

You will have to control the witcher Egan. Follow killer, killing harpies along the way. Eventually you will get to killer hideouts (M23, 14).

Inside you should beware of traps ( M30, !). Follow the killer closely to avoid hitting them. After passing through the next door you will meet with Summer (M30, 2) and learn that he is going to Loc Muinne.

Attention! If you are discovered during the stealth part, you will wake up and have to start all over again.

Wait for the sentries to leave and move towards the tents - you can kill the soldier, or sneak past him when he turns away. Be careful, as he may turn towards you at first, so it's best not to rush.

Soon we will find ourselves in a cave under the camp, and then we will have to fight with Kaedweni soldiers. The dream will end with a battle with Geralt - whether you are close to victory or not does not matter.

Stage 4: Go to the Kingslayer hideout

Don't waste your time and go after the killer in his refuge (M23, 14) - do not go through the mist, but go around the ravines from the north. This time in the cave you will encounter gargoyles, and in the main room will be waiting for you elemental (M30, 2). Also, don't forget about traps. The fight with the elemental should not be difficult, immobilize him and attack from behind, but at the same time watch his attacks and dodge in time. Winning, you'll find the dying killer on the ground. Talk to him and you will have a flashback (related to the quest " return of memory "). Don't forget to search his body - you will find some valuable items and Zerrit's notes .

Stage 5: talk to Detmold

Return to the camp and talk to Detmold who is waiting for you in the tent ( M25,7). He will give you medallion Henselt.

Conspiracy theory

The quest is received automatically, upon completion of the quest "Prelude to War: Kaedwen"

Stage 1: talk to Dethmold

Stepping out of their tent Henselt after the first conversation with him, the sorcerer will offer you to go to his tent. Ask him about everything related to the curse. Geralt decides to change the wars, but for this he will need several of her symbols: hatred, courage, faith and death. Also don't forget to ask about the conspirators' square coins.

You will unlock the quest " eternal fight ".

You will unlock the quest " blood curse ".

Stage 2: talk to the soldiers about the plot against Henselt

To learn more about the plot, you should walk around the camp and interview the soldiers. Here you can do it in two ways:

The camp has three drunk soldiers (M25, 10). Talking to anyone will start the quest " truth in beer ".
When you pass by the dining room ( M25, 3), you will witness a quarrel between an old soldier and his son. The quest will start automatically butcher from Cidaris ".

To continue the task, you must complete one of these quests.

Attention! Both quests can be completed, although only one is required to continue.

Stage 3: take the square coin to the brothel and ask for Zosia the Whistle there

Attention! Before going to a brothel, you can go to Detmold (M25,7) and inform him that they found the hiding place of the conspirators. In this case, at some point, four soldiers will come to your aid.

Leave the camp, head to brothel (M25, 12) and talk to Madame Karol . Tell her you're here for some fun and show her the square coin. When she asks what kind of girl you would like, choose Whistle Zosya. Tell her "I want your smile to open the gates of heaven for me". She will show you the secret passage to basement of the old tower .

Attention! If you have previously visited Detmold, four will come to your aid soldier .

At the bottom you will find Vinson Trout - unfortunately, all dialogue options lead to a fight with him. It will be much more difficult to fight alone, so actively use Quen, Aard and blocks. If soldiers are helping you, focus on Vinson .

Stage 4: search the room

On the body Vinson you will find: Seltkirk armor (related to the quest " symbol of courage "), note " a boar named Henselt " and key to the hideout of the conspirators . Use the key to open the door M26,3) leading outside.

Stage 5: talk to Buttercup and Detmold

Buttercup can be found by the fire between the tents ( M25, 20). You can talk to him about his stupid creations, because of which he could be killed. Then move to the sorcerer ( M25,7) and inform him that the conspirators are finished. You'll get 300 orens(50 for each killed).

To continue the task, you must complete the quests " blood curse ", "kingslayers " and " eternal fight ".

Stage 6: meet the conspirators at the house on the hill

After lying unconscious for three days, you will wake up in a brothel. After talking with Buttercup, you will learn about the meeting of the conspirators in house on a cliff (M23, 2). Move there to sort out the situation. There you will meet Roche - the main conspirator.

Stage 7: return to the Kaedweni camp

After the recent arrests, the conspirators have been uncovered, and you need to warn everyone quickly. Move with Roche to his camp (M25, 15) to inform Bianca and everyone else. Unfortunately, there will only be kaedweni soldiers - get rid of them. From one of the whores, you will learn that everyone was invited to the camp for a feast.

Stage 8: go to the soldiers' canteen

After entering the camp, deal with a few soldiers, and then move to dining room (M25, 3). Unfortunately, you will see how the feast ended - all the conspirators were hanged. The only one who survived is Bianca, who was raped by Henselt.

You will unlock the quest " siege of Vergen ".

Reward: 500xp

Truth in beer

We get the quest from a drunken soldier, after starting the quest "conspiracy theory"

Stage 1: Find Audrin

In the camp you will meet three drunken soldiers ( M25, 10) who are looking for their missing comrade, Audrina. Unfortunately, you do not know his whereabouts, so you will have to look. Leave the camp through west gate leading to the coast ( M25, 11). Drunk Audrina you will find lying near the entrance to the cave ( M25, 17).

Stage 2: gather Audrina of his three comrades

Pick up the drunk and lead him to the gate ( M25, 11) - a guard will stop you. You can bribe him or tell him that Odrin is your prisoner or an important witness.

Attention! If you tell the guards that you are bringing a witness, the quest will fail!

Upon entering the camp, you need to find all the drunkards ( M25, 10) - just go to them.

Stage 3: Escort Audrin and his drunken buddies to the soldiers' canteen

As soon as everyone is assembled, go to the dining room ( M25, 3). Sitting over a glass of beer, it will not be difficult for you to learn a lot of interesting information. True, you should choose the right dialogue options - "People are afraid of Henselt" and "I need some information". You'll get square coin and information that Whistle Zosia

Butcher of Cidaris

We get the quest from Manfred, having previously started the quest "conspiracy theory"

Step 1: Talk to the Father of the Reckless Son in the Canteen

The quest will start automatically as soon as you pass the dining room ( M25, 3), after starting the quest "conspiracy theory". You will see an old soldier arguing with his son. It is worth learning more about the situation. Manfred can be found in the dining room, sitting at the table. You learn that his son is about to fight the fearsome Butcher of Cidaris - offer your help in exchange for information.

Stage 2: talk to Sven

Talk to the son of a soldier - Sven. He trains near the cafeteria ( M25, 18). Tell him that you want to help him defend his honor and make the battle easier. You will offer to fight in pairs.

Stage 3: challenge Letande Avet to fight

Butcher can be found in the adjacent tent ( M25, 19). Regardless of how you lead the conversation, he will agree to a pair fight.

Stage 4: return to Sven and then defeat Letande Avet in the arena

Return to Sven M25, 18) and tell him that the fight is arranged. When you're ready, choose the appropriate dialogue option and the game will automatically transition to the arena. The fight itself should not cause difficulties - Letande will focus on you while Edwin will fight Sven. If you are close to Edwin, he will start attacking you. The fight can end in two ways: Sven either survives or not. If he survives, he will become a knight. Regardless of the outcome of the battle, near the arena you will meet Manfred which will give you some information. You'll get square coin and information that Whistle Zosia will take you to the conspirators if you give her the password. The quest will end.

Suitable for you Proxim and announce the tournament.

You will unlock the quest " Ave Henselt! ".

Blood Curse

We get the quest from Manfredby talking with Detmold during the quest "conspiracy theory"

Stage 1: View the execution site of Sabrina Glevissig

For details about Sabrina's death, you should go to place of execution (M23.5). Come to the circle - some elements can be considered closer:

look at the pole

Inspect objects lying nearby: inspect candles, raise square coin (related to the quest " conspiracy theory "), raise letter .

Listen

Look at the ground look at the footprints of people, look at the footprints of animals

Consider wheel: see how burned everything is, inspect fresh traces (you can raise relic nail - linked to our quest).

Attention! On the way you will meet two soldiers connected with the quest " lost lambs ".

Stage 2: talk to the soldiers near the circle

Ask the soldiers if they saw the execution and what they are doing here. You will learn about Inspirational - find out where he lives. At the end, you will be asked to return the nail, which is supposedly guarding the owner. You can take the soldiers with you or leave them here.

Attention! By carrying a nail, you can help the arguing soldiers determine if the nail they bought from the relic dealer is genuine.

Attention! To complete the quest" lost lambs ", you must return with the soldiers!

Step 3: Meet with the Inspirational or Relic Vendor

It is better to visit both, but since relic dealer closer, you should start with it. He sits in canteen (M25, 3), to the right of the entrance. You can ask him about the battle from three years ago, but the most important topic of discussion is his footprints on the ashes. Ask him about the relics he sells, and especially about Yagon's spear.

Attention! You will see three soldiers arguing about the authenticity of the relic nail. If you didn't give your nail soldiers at the execution site, you can prove that their relic is a fake.

Step 4: Talk to Inspirational about Sabrina Glevissig

On the way to home inspirational (M23, 7) you will come across a group of soldiers ( M25, 16), fighting off foulbrooders.

This will activate the quest " on the way to inspiration "

Once the Inspirational agrees to talk to you, ask him about everything related to Sabrina's Curse, the Ghostly Mist, and Yahon's Spear.

Stage 5: Collect the spear from the relic vendor

Move back to dining room (M25, 3) to relic seller Without further ado, we demand a spear from him. Unfortunately, the seller no longer has it, and information about his whereabouts has a price: you can pay him (or say that it is too expensive and set the amount yourself), or use intimidation, persuasion, or Aksy. You will learn that the spear was won by one soldier, who is now in Vergen.

Stage 6: talk to Detmold about the ghostly mist

Go to the sorcerer's tent ( M25,7) and tell him that in order to get to the spear, you will have to cross to the other side of the ghostly mist. You'll get emissary standard - a sign that you are going in peace, Zirael armor and amulet of Detmold . Also don't forget to ask for magic dust, which will come in handy during the removal of the curse, when you draw the runes in accordance with the notes in grimoire .

Attention! Before heading to the other side, you should find out about the rest of the artifacts, in particular, complete the quest " symbol of courage ".

Attention! Before heading to Vergen worth talking to Zyvik- he will give you beaver hat , which will come in handy in the quest " hate symbol ".

You will unlock the quest " death symbol ".

You will unlock the quest " hate symbol ".

Stage 7: go through the mist and get a spear

As soon as you leave the tent and head towards the darkness, a Zoltan- you can have a drink with him and ask why he is not in the mood. Invite him to go to Vergen together, and the dwarf will agree. Leave the camp and head to the side mist (M25, 21).

Stage 8: get to Vergen

When you find yourself in the darkness, the medallion will point you in the right direction. You can move in the upper or lower path, however, there will be fewer ghosts on the lower one. Whichever path you choose, you will eventually reach Vergena (M24, 1).

Attention! You don't have to fight ghosts. It is much easier to immediately run to the other side of the fog, since they do not give experience for killing them.

On the way to the city burned village you will face a squad Skoya "tael (M23, 10), but a white flag will get you out of trouble.

Stage 9: talk to the guards in Vergen

As soon as you enter the city, you are greeted Cecile and Scalen Bourdon (M27, 1). Ask them about Saskia's sword and standard. You will learn more details about the symbol of death and the symbol of hatred.

Stage 10: Obtain Yagon's Spearhead, Vandergrift's Sword, and the Banner of the Brown Banner

Vandergrift's sword hate symbol ".

Banner of the Brown Banner you get by completing the quest " death symbol ".

Spearhead you get by completing the quest " Holy Lance "- the task will begin after you complete the quest" hate symbol ".

Stage 11: get to the Henselt camp

After collecting all the artifacts in Vergen, you can return to kaedweni camp (M24, 2). To do this, you again have to go through the mist (the medallion will again show the way) - this time you will go down the path, far from the majority ghosts. You can simply run across to the other side, because they still do not give experience for killing them.

Stage 12: find Triss in the Nilfgaardian camp

Crossing over to the other side, you'll see Roche in the company of the corpses of several Nilfgaardians. HE will inform you that a certain woman has crossed the fog with a figurine that looks like Triss. Travel with your friend to nilfgaar camp (M25, 22). Unfortunately, just to see how the ship sails into Loc Muinne .

Stage 13: Go to King Henselt

Move to the tent. Henselt (M25, 1), pleased that you have collected all the artifacts, will decide that it is time to remove the curse already. The action will automatically move to the place of Sabrina's execution. After a short conversation, the king will show the place from where he watched the execution ( M23, 13).

If you take a look at grimoire who gave you Detmold, you will notice a line drawn through the skull and connected by red dots. Below you will find a list of what and where it is:

1. Witch circle
2. Black candles
3. Charred wood
4 Goat Skull
5. Carcass of a crow
6. Curdled milk in a stone bowl
7. Petrified bread

The line can be drawn in two ways (the second is a mirror image of the first):

1. Curdled milk in a stone bowl
2. Carcass of a crow
3. Charred wood
4 Goat Skull
5. Black candles
6. Charred bread
7. Witch Circle

Step 15: Ignite the magic powder with the Sign of Igni

Go down and approach any of the items - stand in front of it and use Igni to ignite the powder. The ritual will begin.

Stage 16: Protect Henselt until the end of the ritual

Your task is to protect the king from the emerging ghosts. Try not to get surrounded, and remember that the number of ghosts killed does not matter - you just need to wait for the right moment in the ritual (when Henselt pierce with a spear Sabrina). At the end, you will mention the creed - you will receive it for your labors in the king's tent.

Step 17: Enter King Henselt's Tent




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The king will tell you that three years ago his former adviser, Sabrina Glevissig, cursed him when he sent her to the stake on charges of betrayal. We decide to help the monarch and remove the curse from him. To do this, we need to look at Detmold and ask him a couple of questions. The sorcerer tells us a lot of valuable information about the curse, Sabrine and the spirits that attacked us in the fog. Among other things, we learn: in order to remove the spell from the king, you need to perform a special ceremony. To do this, we must find out as much as possible about the events of three years ago. In addition, Detmold advises us to inspect the place of execution of the sorceress.

lost sheep

We are going to the place indicated by Detmold. At the exit from the camp, foreman Zyvik asks us to look for two missing soldiers at the same time. We must order them to return to camp as quickly as possible.

We cross the stream at Roche's camp and walk west along the shore. On the way to the place of death of Sabrina, we will be attacked by utopians. [Combat] The silver sword and the Aard Sign will help us against them.

We approach the circle and meet the soldiers Zyvik is looking for. They ask to be taken to the camp. But before we help them or leave them to their fate, we must examine the place of execution. If we do this carefully, we will find a letter from a soldier, square coins and a nail, and we will also notice curious marks in the ashes.

After inspecting the circle, you need to talk to the soldiers. They will tell us about the cult of Sabrina, led by a man nicknamed Inspirational, and about the execution that took place at this place three years ago. They will try to take the nail we found, and if we disagree, then our dialogues with other admirers of Sabrina will change a little.

We lead the soldiers to safety and on the way we fight drowners emerging from the river. When we reach a ford across the stream, the soldiers thank us and leave for the camp. We have completed Zyvik's mission. When we return to the camp, we will receive a reward for our help: we will be allowed to talk to the captive Scoia'tael. He will tell us about the plans of Serrit and Egan, Leto's henchmen.

In the circle we found some interesting clues. They must be used to remove the curse from Henselt. The soldiers mentioned an Inspirational who lives in the gorges behind the camp, and a relic vendor who can be found by the dining room. So we're back to camp. On the way to the dining room, we meet soldiers who are arguing over a relic. If we have the nail that we found in Sabrina's circle, we can compare it with what they have. It will immediately become clear that their relic is a common fake.

We'll find a merchant in the canteen. If, when examining the place of execution of the sorceress, we noticed noticeable traces, then we will learn much more from him. The wandering merchant will tell you that Yagon pierced the dying Sabrina with a spear to end her torment. In addition, he will advise us to meet with the Inspirational.

We leave the camp and head east towards the gorges. On the way, we are waiting for the corpse-eaters, scouring the battlefield. [Combat] Monsters will attack in groups, and dying - grab headlines and explode. It is best to use the Aard Sign against them and finish off the stunned and knocked down creatures with a silver sword. If the corpse eater grabs its head, you need to quickly jump away from it to a safe distance - it will soon explode.

Inspiration

In the ravines we meet two soldiers fighting off the rotten ones, but we do not have time to save them. After defeating the monsters, we turn north and reach a clearing where the Inspirational hut stands. There we are attacked by harpies. [Combat] There are quite a lot of them, so you should shoot them down with the Aard Sign and run to the hut. Candles burning around will scare away the creatures.

The inspired one will immediately guess that we did not come to him without a reason. We learn little from him until we win his trust. To do this, we can try to bribe him or start worshiping the cult of Sabrina Glevissig. If our purse is empty and we are ready to deceive the head of the cult, we will have to pass the test - drink the potion that the Inspirational will give us and spend the night in a crypt in a hollow nearby.

We're going to perform the ritual. In the hollow we are attacked by rotten ones, and we deal with them in the same way as with the previous ones. We find a crypt between two lakes. When it gets dark (at 21:00), you can start the ritual. We drink the potion that we received from the Inspirational One. We will remember what we saw for a long time ...

When it's all over, we'll return to the Inspirational's hut. As new converts, we will ask him about the events of three years ago. He will tell us about the curse that Sabrina placed on Henselt. If we ask about the artifacts needed to end the phantom battle, the Inspirational will tell us about the Zeltkirk of the Gulet and say that his armor may be the symbol of courage we are looking for. We must ask him and Iagon's trench, which is necessary to remove the curse from King Henselt. We learn that the relic dealer must have it...

It looks like the trader didn't tell us everything... We head to the camp to have another talk with him. He confesses that he once had a spear, with which Iagon cut Sabrina's agony. If we bribe, convince or intimidate him (in the latter version, we need a nail found at the place of execution), he will tell that he lost a spear in a bone to some soldier. Later, this soldier fought with the Scoia'tael in the Pontar Valley, and the spear fell to the commander of the elf detachment, Iorveth ... The merchant will say that, according to rumors, the elf joined Saskia and that he is now in Vergen, on the other side of the fog. We need to discuss this with Detmold. Maybe even now the sorcerer will be of some use to us.

If you choose to side with Iorveth and the Scoia'tael, you will start the chapter playing as Stennis, Prince of Aedirn. You are sent to a meeting between King Henselt and Aedirnian nobles who want to sell the country. The King of Kaedwen and his troops will publicly attack you and your allies. As in the case when you played Iorveth, Stennis has all of Geralt's combat skills at his disposal, except for magical signs. Focus your attack on the king while Saskia and the others deal with the troops and mages.

Now you are playing as the Witcher again. You are surrounded by ghosts and draugs. Let Iorveth deal with smaller enemies, and you take on a large enemy with a shield. For protection, use Quen to keep him at a distance - Aard. If you have upgraded the Windmill and Reflection of Pain skills, then this fight will not be difficult.

Now Philippa will lead you across the cursed field, surrounding you and allies with a magical shield and shooting off most (if not all) enemies with lightning. Sometimes spirits and draugs will get in your way. In this situation, it pays to quickly and effectively deal with the spirits that support the spell while your allies fight the draug.

Soon you will reach Vergen where you will be guided by Skalen Bourdon. Follow him to the tavern where he will show you to your room. After that, you can go to the war council to hear about Saskia's plans. Eventually the leader of the resistance will drink from the poisoned cup, and you will need to look for an antidote.

Immortelle

The first ingredient in the antidote is immortelle, which grows deep in the mines of Vergen. Go to the tavern and talk to the dwarves Zoltan and Yarpen. They will want to help you find a cure and will take you to the entrance to the mines. Before entering, stock up on Cat and Swallow elixirs.

Almost pitch darkness reigns in the mines, so the Cat's elixir will greatly facilitate your work. Dwarfs will also be with you, which will greatly facilitate the battle. You will mainly fight regular and large corpse eaters. Keep in mind that they explode before they die, so after killing each of them, quickly roll to the side.

First, go to the corral to the west (according to the map) of the mine, where you will find the corpse of a miner. Search the corpse and you will find the key to the upper shafts. With this key, go to the northeast part of the mines. Head to the dead end to the north and you'll find another corpse and a key to the middle shafts.

Use this key to open the door in the center of the map. Here you will find a good weapon and a third corpse with a key to the lower mines. Exit the room and follow the corridor a little to the west. This passage leads to the southeast, where immortelle grows.

The grass is heavily guarded by the duckbill and a pack of corpse-eaters. Your allies will serve as a good distraction for the creatures. You, under the influence of Quen, will have to stun, lure into traps and in every possible way beat a healthy duckling. Yrden will help you keep it under control. You can also use bombs to kill corpse eaters around the platypus and thereby damage it with explosions from both dying corpse eaters and bombs.

When the enemies are finished, take the immortelle and other treasures. Like, for example, the recipe for a silver sword made from a red meteorite. When you're ready, get out of the mines, killing enemies that might reappear along the way.

Harpy nest

If you bring the immortelle to Philippa, she will help you find the next ingredient. Find Cecil Bourdon and ask him where to find the magic stone. He will offer to go to the tower, which is located in the forest.

Before you set off, upgrade your weapons from merchants. If you find drawings of a silver sword from a red meteorite in the mines, be sure to use the services of a blacksmith. Go to the back gate of Vergen. You will be attacked by 4 Scoia'tael.

It turns out that not all of Iorveth's followers are loyal. First kill the archers, then the enemy with two weapons, and finally the dwarf with the axe. As long as you use Quen, you will be safe.

Now go along the shallow part of the river and to the right up the hill. If you are attacked by harpies or soldiers, be sure to deal with them, otherwise during the battle you will not be able to jump over the cliff. Jumping from one hill to another, you will eventually reach the tower that Cecil was talking about.

You will be attacked by a flock of harpies led by a harpy keleno. Use Aard to disperse the group and defend with Quen. Defeat the little harpies first and then their leader. After the battle, take the stone in the tower and head back to Vergen.

Talk to Philippa and Cecil and you'll find out that the stone you found isn't powerful enough and you'll have to head to the harpy nest. Persuade Cecil to give you the key and move forward.

As the name suggests, the harpy den is infested with these creatures. Make sure that all your items, elixirs and traps are suitable for fighting these enemies. Because they fly, harpies are virtually immune to some common tactics.

In the lair you will find several crystallized dreams, one of which turns out to be a dragon's dream. There will also be dreams of Iorveth and the peasant. Be sure to search the dead soldier inside. You will find excellent Kaedweni armor on him, which will come in handy for the next battle.

At the end of the lair, you will find a projector that contains Summer's dream. Drink elixirs and set traps before taking sleep. Because then you will be attacked by an army of keleno and the queen of harpies, a total of 8 enemies.

The traps that you set before the fight will help you weaken the pack. Use Aard to control enemies and Quen with Reflect Pain. Due to the limited space in the lair, you will have to run around the column in the center and lead the harpies behind you. It will also give you time to regain energy and health. As with most boss fights, deal with the smaller enemies first and then the queen.

When the harpies are done with, play the crystallized dreams in the projector to find the dragon's dream. Then head back to Vergen and talk to Philippa.

Trolls and Mercenaries

Go to the tavern and talk to the drunken gnome in the bar. He has information about the whereabouts of Triss, but he will only share it if you treat him with a beer. Give him about 20 orens and he will tell you where your girlfriend is. So you will get into the gorges near Vergen.

At the familiar crossroads with the altar, turn right. Here you will meet the troll who looked after Triss. You will have the choice to kill him, but it is much more useful to talk to him and agree to help get his wife back. After talking with the monster, go further deep into the gorges, and in the end you will find the troll's wife, who was attacked by Pangratt and his mercenaries.

You can make a deal with people and kill her, or you can keep your word and help her. In any case, you will have to fight, and you will have one or more allies on your side. As before, use Quen, let your allies take the main hit, and you deal with enemies one at a time with rolls and quick strikes.

Whether you killed the troll or Pangratt escaped, you must return to your husband and report what happened. If you killed his wife, he will attack you. His fighting style will not differ from his wife's. However, if you helped them reunite, they will give you the Triss ribbon and become Vergen's allies.

peasant riot

Upon returning to Philippa with the ribbon of Triss, we learn that the peasants are indignant and want to kill Prince Stennis. The sorceress will remind you that for Saskia's medicine you need royal blood... the blood of Stennis or Henselt.

Go to the prince's chambers, where you can listen to the opinions of the nobles, commoners, soldiers, as well as the prince himself. You will only be able to interview 5 people before you are asked to make a judgment.

The prince himself will not tell you much, as well as the peasants who want to deal with him by lynching. However, you can find out a lot of interesting things by talking to the blacksmith who made Saskia's goblet and the servant who poured the wine. But the discovered evidence in any case is not enough to name the perpetrator.

You can choose between lynching and a fair trial of Stennis. In the first case, you will be able to get a king rabbit, in the second case, you will have to take blood from the Kaedweni king. Although this quest is not resolved in any way in the second chapter, in the third you can find out that he is actually guilty.

Kaedwen and Nilfgaard

You will have to go to the other side of the cursed battlefield to find Triss and maybe even get royal blood. First talk to Philippa and she will agree to take you through the fog. Exit Vergen, follow the road down and to the right, into the ghostly fog.

As at the beginning of the chapter, you will need to be within the magical field. Also, since Iorveth is no longer with you, you yourself will have to protect Philippa. As before, when the sorceress's spell is interrupted, quickly deal with the ghosts with powerful blows, rolling from one to another. You don't have to worry about the draug.

You will end up on the other side of the fog. After a short conversation with Roche, you will learn that there are two ways to get into the Nilfgaardian camp: sneak through the Kaedweni camp or bribe the courtesans on the hill.

Bribing requires a considerable amount of orens, so it is recommended to save money and choose the second option. Travel to the coast to the northeast (on the map) and infiltrate the Kaedweni camp.

You will need to move very carefully, because if you are noticed, then after a while the game will automatically end with your death. First, wait for a group of drunken soldiers to leave the bar. Run behind the tents and move on. A patrol will come out of the gate and head to the center of the camp. When they stop, knock out the lone soldier at the armory and continue west, hiding behind the tents.

Now wait for the guard to relieve himself and return to the fire in the center of the camp. Keep moving forward, the cook will notice you. Quickly run up to him and use the Axii sign on him to convince him that he needs to rest and go to bed. Walk right. A patrol will come out of the gate. Wait for the soldiers to leave and use the same door. Knock out the soldier on the cliff and go down. Walk along the beach and enter the caves.

There are a few corpse eaters waiting for you here - nothing dangerous or new from your adventures in the mines. Move through the caves, and when you get to the Nilfgaardian camp, you will be caught by the guards and taken to Shilard. After the conversation and cutscenes, Roche and Bianca will join you to deal with the remaining enemies.

While your allies are taking the brunt, use Quen and focus on the wizard. Dodge his fire magic, and when he uses protection, switch to weaker enemies. As soon as the magician's defense falls, use Aard and hit him with all your might.

When the wizard is finished, Roche will help you get through the Kaedweni camp. If you let Stennis die, you will have to play along with the fact that you are a prisoner and answer the questions of the guard at the gate. In the first case, select "Game", in the second - "Silence".

If you didn't let Stennis die, you'll have to sneak into Henselt's tent. Hide behind the crates and wait for the soldiers to leave. Here, without leaving the boxes, move to the right along the cliff and behind a large tent with two guards. Use Aard on the barrels, the guards will go to see what happened. Go around the tent in a clockwise direction and go inside.

In the end, you will find yourself outside the camp. Meet Philippa and head back to Vergen to heal Saskia.

Symbol of Death

Now that Saskia is alive and well again, you need to put an end to the curse on the battlefield. You need to get certain relics in order to put an end to the Eternal Battle. After talking with Sasky and Philippa, you will receive 3 necessary items: Vandergrift's sword, Seltkirk's armor and a magic medallion. The last part of the puzzle is the banner of the Brown Banner in the forest in the catacombs.

Use the upper (on the map) exit from Vergen, cross the familiar lake, pass familiar hills and enter the catacombs. Come on down. Many walls can be broken by Aard, but there is almost nothing of value there.

You need to go down to the lowest level of the crypt. Kill ghosts on your way. And in the end you will meet with the ghost of Eckhart. You can talk to him and convince him that he is right by answering a few questions. First answer that he is wrong, then - Manno Coehoorn, then - Manno was killed near Brenna. The army commanders are Vandergrift and Zeltkirk. And finally, that Bigerhorn took you prisoner.

If you make a mistake with the answers or do not want to talk at all, then you will have to kill the ghost. The Yrden sign helps well against him, which will allow you to go behind your back and deliver powerful blows. Also, do not forget about Quen and rolls. If you pumped Power and you have a strong sword, then you will quickly cope with it. In any case, take the banner from the coffin and return back to Vergen.

If you didn't get the other three relics, talk to Saskia again. Then talk to Philippa one last time to go to the cursed battle.

Eternal fight

You will be possessed by various spirits, during which you will be deprived of witcher abilities, such as magic and elixirs. First, an Aedirnian soldier will take possession of you. While your allies fight the Kaedweni soldiers, concentrate on the standard bearer. Parry and strike quickly, and you can handle it.

Now you will be taken over by a Kaedweni soldier, who needs to run to the commander and report what happened. However, your allies don't know you're coming and won't stop firing arrows. Use barriers to take cover from a volley of fire arrows and quickly run to another cover when the archers are reloading. As a result, you will reach Vandergrift with a report.

Then you will be taken over by the Zeltkirk. There will be many enemies, but, as in any non-Witcher battle, the tactics are the same: parry and counterattack with quick strikes. In the end, you will meet the draug and be able to play as Geralt again. Kill the standard bearer and prepare for a boss fight.

Sabrina will unleash fireballs on the battlefield, while arrows and trebuchet salvos will rain down from Vandergrift. Quen will be enough to block many of these attacks. In a defensive stance, Vandergrift will often counter-attack, so it's best to just wait out this moment before attacking.

With a fully pumped Quen and a lot of energy, you will be able to avoid up to 15 attacks in a row. This is very handy, as every hit from Vandergrift can be fatal. First, focus on breaking the Draug's shield with relentless attacks. If you run out of energy, hide behind the rubble and wait until one or two strips are restored. Use Quen and attack Vandergrift again. Use a combo of three quick hits. Then run away again to restore energy.

It will take a long time before you deal with Vandergrift, but the above tactics are very simple and safe. After the battle, you will play for one last spirit - a Kaedweni priest. Avoid Sabrina's fireballs and exit the fog to end the curse.

Siege of Vergen

Now that the curse is over, Henselt will attack Vergen. At first, his troops will attack from the main gate, but Zoltan has an idea on how to stop the first wave. Use Quen and go up the stairs on the right. There is a lever here, by turning which you will pour boiling oil into the main entrance. While you have Quen, enemies will not be able to interrupt the interactive scene.

After a few cutscenes, you will find yourself on the wall of Vergen with Saskia, Zoltan and a crowd of allied soldiers. The Kaedweni troops will set up ladders and their soldiers will start climbing the wall. Allied troops will damage them with arrows, but when it comes to hand-to-hand combat, everything will depend on you.

Thanks to the huge number of allied troops, we will not have to resort to sophisticated strategies. Enemies will often be distracted and you will be able to backstab and use Igni and Aard. In fact, you will be able to inflict 6 or more hits on the enemy before they switch to you. By that time, however, the enemy may already be dead and will not be able to fight back.

After two waves of attacking the wall, Saskia will ask you to go with her to the mines. She will guide you, so just follow her. Kaedweni troops have already infiltrated the mines, and you will have to clear several rooms of enemies. They are easily downed by Aard and should die with a couple of heavy sword blows.

In a large hall in the mines, we meet with Detmold and another crowd of soldiers. Use Quen and let Saskia take the main attack. With any luck, she will push them to the edge of the room, giving you time to deal with them one by one. Although Detmold is a big threat in this fight, it is not necessary to kill him. It will be much more practical to dodge his spells and focus on his henchmen. When only two enemies remain, a cutscene will play and the battle will end.

You will return to the wall and clash with another wave of soldiers. The strategy is the same. There are many allies, so there will be no difficulties with enemies. After you deal with the first wave, go after Zoltan and meet up with Iorveth. Cover Zoltan and he will break the gate mechanism. War is over.

After the heroes have negotiated the terms of the peace treaty, explore Philippa's room and talk to Iorveth to end the chapter.

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